Cleric: Sacrifice Domain

by FrenchTech16

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Cleric: Sacrifice Domain

The gods of sacrifice are apocalypses waiting to happen, requiring constant tributes of the highest caliber in order to be appeased. Clerics of these dieties search for worthy creatures to sacrifice in the name of these gods, believing there is no higher honor than to die so that the world to continue existing. For these clerics, divination is essential before taking any action. They use the practice to learn about upcoming natural events, predict battle outcomes, and ask for retibution against enemies.

Cleric Level Spells
1st Inflict Wounds, Hex
3rd Augury, Phantasmal Force
5th Tongues, Vampiric Touch
7th Divination, Phantasmal Killer
9th Commune, Enervation

Unarmored Defense

At 1st level, you learn to not insult your god by encumbering yourself during your rituals. While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Sacred Offering

At 1st level, you honor your god by killing in their name. When you reduce a hostile creature to 0 hit points, you regain hit points equal to your Wisdom modifier + half your cleric level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses on a long rest.

Channel Divinity: Bloodletting

The gods of the Sacrifice domain had given life to humankind by sacrifing parts of their bodies. In order to continually maintain order in the universe, their clerics must self-sacrifice to return that blood.

Starting from 2nd level, as a bonus action, you can present your holy symbol and self-inflict an amount of damage equal to your cleric level x 2. This damage can't be reduced in any way and bypasses any temporary hit points you may have. In return, you can choose one of the following benefits:

  • You gain temporary hit points equal to your cleric level x 4. While you have temporary hit points from this feature, you are vulnerable to bludgeoning, piercing, and slashing damage.
  • The next attack or spell you make that damages a creature before the end of your next turn deals extra damage equal to your cleric level x 2.

Channel Divinity: Premonition

Starting at 6th level, you can use your Channel Divinity to commune with your god and learn about the upcoming trials you will face. After meditating for one minute, you gain resistance against one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. You gain this benefit until your next short or long rest.































Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the terrifying presence of your god. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Inevitable Cataclysm

At 17th level, you have come to terms with the eventual destruction the gods of the Sacrifice domain will reign down. While you have no more than half of your total hit points left, you are resistant to the following damage types: acid, cold, fire, lightning, necrotic, radiant, and thunder. When you use your Channel Divinity: Foresight to gain resistance against one of these damage types, you gain immunity instead.


Design by: u/FrenchTech16

As always, feedback is appreciated!


Credit for artwork: "Witch Doctor," Deathstars69.